Seconded.I think any sort of info on the framework from the horse's mouth would be beneficial.
[Savage Worlds] RPTroll's Campaign File Framework
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Re: [Savage Worlds] RPTroll's Campaign File Framework
Re: [Savage Worlds] RPTroll's Campaign File Framework
OK. I will try my best to get it done this weekend. But no promise, I've got a big To-Do-List.RPTroll wrote: I'm very much interested in collecting all the setting tokens I can. In anticipation I've even downloaded an Evernight image in hopes you would offer.
I'm not really sure.RPTroll wrote: Is everyone clear on how the setting tokens operate? Do I need to develop a post on the subject?
Then you'll need a new Makro for the Fate Chips I guess and one for the Gambler Power.Paradox wrote: I've kinda taken a shine to Deadlands and hunted up some of the material. I don't want to promise to make a Deadlands setting token, but the first obstacle would be figuring how to do it. If I knew how.. I'd be one step closer to actually doing it.
killing equals honor
Re: [Savage Worlds] RPTroll's Campaign File Framework
I'm sorry, I don't understand.RPTroll wrote:You can use the setting tokens. You'll see one for Fantasy, Hellfrost and Slipstream. I haven't completed the one for SWEX yet. So, if you've got a previous version of your campaign file you can use the get settings macro to suck the settings out and then the put settings macro to put them back in.
Always try to save off different versions of your campaign for just such occasions.
You can also take a look at the macros mensioned above and find the specific ones in gear to grab from an older version. I think its gear and gear variations. You can then copy and paste those into your more recent campaign.
Can you post a very simple list of "click this, copy that" with the exact file names and macro names that tells me how to get a different equipment list? I've clicked the different macros a bunch of times, so, I've probably screwed something up along the way.
I am not very technical at all. Please explain this to me like I was six years old.
Re: [Savage Worlds] RPTroll's Campaign File Framework
As my above post should indicate - very much no. The setting tokens, and, in fact, pretty much all the tokens have several macros with little explanation. I'm very afraid to touch anything, since, like I just did with the equipment thing, if I change anything, I'm worried that I will not be able to change it back.RPTroll wrote:/snip
Is everyone clear on how the setting tokens operate? Do I need to develop a post on the subject?
A list that goes through each macro and tells what it's supposed to do and what its for would be REALLY nice.
Re: [Savage Worlds] RPTroll's Campaign File Framework
I am in the same boat to some degree, although I think you can play around with the framework with no fear as you can allways redownload the original framework from here back over the top.
As far as the library tokes go, if you want to load one up, you need to hit;
getsettingvalues
then;
putsettingvalues
I think/hope this is the correct procedure.
As far as the library tokes go, if you want to load one up, you need to hit;
getsettingvalues
then;
putsettingvalues
I think/hope this is the correct procedure.
Re: [Savage Worlds] RPTroll's Campaign File Framework
That is the correct procedure.
I actually think I'm going to need a web site or something that contains the instruction set in digestible chunks.
I actually think I'm going to need a web site or something that contains the instruction set in digestible chunks.
Re: [Savage Worlds] RPTroll's Campaign File Framework
Sorted my issues. Thanks guys. Just a bit hopeless here.
:thumbup:
:thumbup:
Re: [Savage Worlds] RPTroll's Campaign File Framework
Cool!Hussar wrote:Sorted my issues. Thanks guys. Just a bit hopeless here.
:thumbup:
Sorry that I haven't had time to do much this week. Its been a bear. Hopefully I'll have a bit of time this weekend for documentation.
Updated a few token state images (wounds, fatigue, shaken)
Update Gear Token image
Fixed 'Reload' message appearing for everything
Fixed 'Show Events' error when you didn't have any rolls
Modified Lib:Gear: UpdateGearDialogOK to support vehicles
Modified Lib:GM: added event and bennie fixes. Update Get Gear call from Character sheet to pass return macro name since it is now called from the Vehicle Sheet as well. Updated trait test and trait test mod to be callable from vehicles (required setting some default values)
There is a pending fix from NortonWeb regarding a similar error in Bennie Use. Once I get that worked out I'll post out another zip.
Last edited by RPTroll on Sat Sep 05, 2009 9:45 pm, edited 2 times in total.
Re: [Savage Worlds] RPTroll's Campaign File Framework
SETTING TOKENS
alternate title
How to Import New Lib:Tokens and Keep My Gear, Powers, and Other Stuff
First: Instructions for loading updated Lib: Tokens
1) Save a backup of your current Campaign file.
2) Select your setting token and run GetSettingValues
3) Import new Lib: Tokens
4) Select your setting token and run PutSettingValues macro
5) Test, test and retest to make sure your data was restored properly
And now for the boring explanation:
Setting Token Functionality and Purpose
I've designed the framework to be easily portable between the multitude of genre's Savage Worlds supports. Key to the portability is the ability to save setting specific data to a safe place so you can import new Lib: tokens and put your game specific data back into the new Lib:tokens. To facilitate this I created a Setting Token to save this data from the various Lib:Tokens onto a single Setting token.
There is one setting token per Savage Setting. Thus Slipstream would have its own setting token which saves different data than a HellFrost token. So far I have the following setting tokens. If any of you have other genre specific tokens you wish to share please send me a PM and I'll put them in the zip.
Setting Token Macros
On the setting tokens are two macros.
The GetSettingValues will get all the various setting values and store them on the token. At the time of this writing, the code for this macro is
The PutSettingValues is similar except it reloads the above data back to the appropriate Lib: Token.
alternate title
How to Import New Lib:Tokens and Keep My Gear, Powers, and Other Stuff
First: Instructions for loading updated Lib: Tokens
1) Save a backup of your current Campaign file.
2) Select your setting token and run GetSettingValues
3) Import new Lib: Tokens
4) Select your setting token and run PutSettingValues macro
5) Test, test and retest to make sure your data was restored properly
And now for the boring explanation:
Setting Token Functionality and Purpose
I've designed the framework to be easily portable between the multitude of genre's Savage Worlds supports. Key to the portability is the ability to save setting specific data to a safe place so you can import new Lib: tokens and put your game specific data back into the new Lib:tokens. To facilitate this I created a Setting Token to save this data from the various Lib:Tokens onto a single Setting token.
There is one setting token per Savage Setting. Thus Slipstream would have its own setting token which saves different data than a HellFrost token. So far I have the following setting tokens. If any of you have other genre specific tokens you wish to share please send me a PM and I'll put them in the zip.
Setting Token Macros
On the setting tokens are two macros.
The GetSettingValues will get all the various setting values and store them on the token. At the time of this writing, the code for this macro is
Code: Select all
<b>Saving Setting Values from Library Tokens</b>
[h:setLibProperty("SettingKnowledgeSkills",getLibProperty("SettingKnowledgeSkills","Lib:GM"))]
[h:setLibProperty("SettingEdges",getLibProperty("SettingEdges","Lib:GM"))]
[h:setLibProperty("SettingMinHind",getLibProperty("SettingMinHind","Lib:GM"))]
[h:setLibProperty("SettingMajHind",getLibProperty("SettingMajHind","Lib:GM"))]
[h:setLibProperty("SettingSkills",getLibProperty("SettingSkills","Lib:GM"))]
[h:setLibProperty("Languages",getLibProperty("Languages","Lib:GM"))]
[h:setLibProperty("Gear",getLibProperty("Gear","Lib:Gear"))]
[h:setLibProperty("GearVar",getLibProperty("GearVar","Lib:Gear"))]
[h:setLibProperty("Powers",getLibProperty("Powers","Lib:Powers"))]
[h:setLibProperty("PowerABxref",getLibProperty("PowerABxref","Lib:Powers"))]
[h:setLibProperty("ABTypes",getLibProperty("ABTypes","Lib:Powers"))]
[h:setLibProperty("PPVariations",getLibProperty("PPVariations","Lib:Powers"))]
[h:setLibProperty("SettingPowers",getLibProperty("SettingPowers","Lib:Powers"))]
[h:setLibProperty("SettingABTypes",getLibProperty("SettingABTypes","Lib:Powers"))]
[h:setLibProperty("SettingRaces",getLibProperty("SettingRaces","Lib:Race"))]
[h:setLibProperty("RaceAbilities",getLibProperty("RaceAbilities","Lib:Race"))]
[h:setLibProperty("RaceAbilityVariations",getLibProperty("RaceAbilityVariations","Lib:Race"))]
[h:setLibProperty("RacialEdges",getLibProperty("RacialEdges","Lib:Race"))]
[h:setLibProperty("RacialMinHind",getLibProperty("RacialMinHind","Lib:Race"))]
[h:setLibProperty("RacialMajHind",getLibProperty("RacialMajHind","Lib:Race"))]
[h:setLibProperty("DefaultDeck",getLibProperty("DefaultDeck","Lib:Deck"))]
[h:setLibProperty("Deck",getLibProperty("Deck","Lib:Deck"))]
[h:setLibProperty("HeldCards",getLibProperty("HeldCards","Lib:Deck"))]
[h:setLibProperty("DiscardPile",getLibProperty("DiscardPile","Lib:Deck"))]
[h:setLibProperty("ImageTable",getLibProperty("ImageTable","Lib:Deck"))]
[h:setLibProperty("ImageTable",getLibProperty("ImageTable","Lib:Deck"))]
[h:setLibProperty("Trade",getLibProperty("Trade","Lib:Deck"))]
[h:setLibProperty("HeldCardStates",getLibProperty("HeldCardStates","Lib:Deck"))]
[h:setLibProperty("DefaultState",getLibProperty("DefaultState","Lib:Deck"))]
[h:setLibProperty("Round",getLibProperty("Round","Lib:Init"))]
[h:setLibProperty("DeckToken",getLibProperty("DeckToken","Lib:Init"))]
[h:setLibProperty("Events",getLibProperty("Events","Lib:Init"))]
[h:setLibProperty("Inits",getLibProperty("Inits","Lib:Init"))]
[h:setLibProperty("StepCount",getLibProperty("StepCount","Lib:Init"))]
[h:setLibProperty("HoldingPlayers",getLibProperty("HoldingPlayers","Lib:Init"))]
[h:setLibProperty("ResetCards",getLibProperty("ResetCards","Lib:Init"))]
[h:setLibProperty("DisplayControl",getLibProperty("DisplayControl","Lib:Init"))]
Re: [Savage Worlds] RPTroll's Campaign File Framework
The Gear Section is taking more time than expected. But I'll get it done til next weekend.
I'm doing 2 Lib Tokens for Evernight. One before the invasion and one for after it.
I'm doing 2 Lib Tokens for Evernight. One before the invasion and one for after it.
killing equals honor
Re: [Savage Worlds] RPTroll's Campaign File Framework
Outstanding!!!MarCazm wrote:The Gear Section is taking more time than expected. But I'll get it done til next weekend.
I'm doing 2 Lib Tokens for Evernight. One before the invasion and one for after it.
The first cut at vehicles is done. I'll be posting out a new version soon.
Re: [Savage Worlds] RPTroll's Campaign File Framework
New Release
TROLLWARE.zip
old file at
TROLLWARE_last.zip
Fixes and additions for this release include
Updated a few token state images (wounds, fatigue, shaken)
Update Gear Token image
Fixed 'Reload' message appearing for every weapon.
Fixed 'Show Events' error when you didn't have any rolls
Fixed Use/Burn Bennie to allow you to just burn a bennie without a soak or reroll (Thanks Nortonweb)
Modified Lib:Gear: UpdateGearDialogOK to support vehicles
Modified Lib:GM: added event and bennie fixes. Update Get Gear call from Character sheet to pass return macro name since it is now called from the Vehicle Sheet as well. Updated trait test and trait test with mod to be callable from vehicles (required setting some default values)
Modified the Vehicle Token
Modified the 'Create Token Macro Buttons' on campaign so it works loads the proper macros onto vehicle and basic tokens
Vehicle post to follow.
TROLLWARE.zip
old file at
TROLLWARE_last.zip
Code: Select all
Archive: TROLLWARE.zip
Length Date Time Name
-------- ---- ---- ----
3941 09-06-09 09:15 CampaignMacros.mtmacset
180658 08-20-09 07:19 LibDeck.rptok
188181 08-15-09 20:56 LibDiceBox.rptok
90448 09-06-09 09:17 LibFantasyCompanion.rptok
184886 09-06-09 09:10 LibGear.rptok
602655 09-06-09 09:09 LibGM.rptok
78187 09-06-09 09:17 LibHellFrost.rptok
86841 09-06-09 09:10 LibInit.rptok
324797 08-19-09 19:31 LibPowers.rptok
79525 08-19-09 10:31 LibRace.rptok
1800 09-06-09 09:15 LibSettingMacros.mtmacset
101772 09-06-09 09:16 LibSlipstream.rptok
163649 09-06-09 09:16 LibSWEX.rptok
588487 09-06-09 09:11 SavageWorlds.mtprops
6561087 09-06-09 09:20 SWEX.cmpgn
52566 08-23-09 21:23 LibAdventureDeck.rptok
319752 09-06-09 09:09 LibVehicles.rptok
-------- -------
9609232 17 files
Updated a few token state images (wounds, fatigue, shaken)
Update Gear Token image
Fixed 'Reload' message appearing for every weapon.
Fixed 'Show Events' error when you didn't have any rolls
Fixed Use/Burn Bennie to allow you to just burn a bennie without a soak or reroll (Thanks Nortonweb)
Modified Lib:Gear: UpdateGearDialogOK to support vehicles
Modified Lib:GM: added event and bennie fixes. Update Get Gear call from Character sheet to pass return macro name since it is now called from the Vehicle Sheet as well. Updated trait test and trait test with mod to be callable from vehicles (required setting some default values)
Modified the Vehicle Token
Modified the 'Create Token Macro Buttons' on campaign so it works loads the proper macros onto vehicle and basic tokens
Vehicle post to follow.
Re: [Savage Worlds] RPTroll's Campaign File Framework
At long last Vehicles!
I designed the Vehicle Sheet along the same lines as the Character Sheet so if you're used to the Character Sheet you should have not problems with the Vehicle Sheet. Here are the steps to creating a vehicle token in the framework.
1) drop a vehicle token
2) open up the token's property window (either by double clicking or right click->Edit) and on the 'Config' tab set the Property dropdown to Vehicle. the click the OK button.
3) Bring up the campaign macro window and select your new vehicle token then run the 'Create Token Macro Buttons' from campaign macros.
4) open the 'Selection' Macro window and find the 'Vehicle Sheet' macro on the token and run that macro. A window should appear that looks something like the image below.
The status line contains those data elements that change during the adventure. You modify them via the screen below.
The Stats line contains that data that is static. You modify it via a similar window.
The Gear line opens the same gear dialog box that you use on the Character Sheet. In fact, it uses the same gear entries so any vehicle equipment will need to be added via the Edit Gear macros on Lib:Gear. The gear hyper links work the same as they do on the character sheet as well including ammo tracking and targeting.
The Traits line allows you to set generic vehicle traits that will be used just as they are on the character sheet. There is a slight difference in the trait editing window, however. The trait value drop down now uses d4e-2 to denote a trait that doesn't apply to that vehicle. Anything set to d4e-2 does not appear in the list on the vehicle sheet. Below is an example of a rocketship. As you can see there is no need for driving or boating and so that remains set to d4e-2.
The crew section has the most potential for change but I've got a game coming up Tuesday and had to get something out. Currently the crew edit window allows you to select crew from the current map and assign them to the ship. This provides a convenient way to bring up a crew members character sheet from the vehicle sheet. The edit crew function lists the crew currently assigned first then every other exposed 'Basic' token on the map.
Vehicles can be part of the intitiave panel as well. All the normal functions work including bringing up a vehicle sheet from the Init Control window.
Please give it a try and let me know if you have any problems.
Good Luck,
Troll.
I designed the Vehicle Sheet along the same lines as the Character Sheet so if you're used to the Character Sheet you should have not problems with the Vehicle Sheet. Here are the steps to creating a vehicle token in the framework.
1) drop a vehicle token
2) open up the token's property window (either by double clicking or right click->Edit) and on the 'Config' tab set the Property dropdown to Vehicle. the click the OK button.
3) Bring up the campaign macro window and select your new vehicle token then run the 'Create Token Macro Buttons' from campaign macros.
4) open the 'Selection' Macro window and find the 'Vehicle Sheet' macro on the token and run that macro. A window should appear that looks something like the image below.
The status line contains those data elements that change during the adventure. You modify them via the screen below.
The Stats line contains that data that is static. You modify it via a similar window.
The Gear line opens the same gear dialog box that you use on the Character Sheet. In fact, it uses the same gear entries so any vehicle equipment will need to be added via the Edit Gear macros on Lib:Gear. The gear hyper links work the same as they do on the character sheet as well including ammo tracking and targeting.
The Traits line allows you to set generic vehicle traits that will be used just as they are on the character sheet. There is a slight difference in the trait editing window, however. The trait value drop down now uses d4e-2 to denote a trait that doesn't apply to that vehicle. Anything set to d4e-2 does not appear in the list on the vehicle sheet. Below is an example of a rocketship. As you can see there is no need for driving or boating and so that remains set to d4e-2.
The crew section has the most potential for change but I've got a game coming up Tuesday and had to get something out. Currently the crew edit window allows you to select crew from the current map and assign them to the ship. This provides a convenient way to bring up a crew members character sheet from the vehicle sheet. The edit crew function lists the crew currently assigned first then every other exposed 'Basic' token on the map.
Vehicles can be part of the intitiave panel as well. All the normal functions work including bringing up a vehicle sheet from the Init Control window.
Please give it a try and let me know if you have any problems.
Good Luck,
Troll.
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Re: [Savage Worlds] RPTroll's Campaign File Framework
Had some issues... it does not open in b56 (loads but just to empy grasslands), but works fine in b57.
Your framework keeps getting better and better!
Oh btw, nice new state icons
Your framework keeps getting better and better!
Oh btw, nice new state icons
Re: [Savage Worlds] RPTroll's Campaign File Framework
In the "I forgot to mention" category, I forgot to mention that CoveredInFish provided the new state icons. He's also responsible for several of the Lib:Token images. Expect to be asked about other images later.CoveredInFish wrote:Had some issues... it does not open in b56 (loads but just to empy grasslands), but works fine in b57.
Your framework keeps getting better and better!
Oh btw, nice new state icons
Regarding B56. I'm brutal about making my players use the latest build unless there is a known show stopper. If you want to use b56 simply import the lib tokens, mtprops and macro sets for the setting tokens and campaign macros and you should be fine.